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Fox
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by Fox » Thu Jun 05, 2014 10:37 pm
Haoose wrote:100745/310351 (32%) -
Download
Credits: Ekey
Anyone manage to get it more complete than that yet?
And gents, thank you so much.

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makcar
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by makcar » Fri Jun 06, 2014 5:29 am
Where file sound_russian.filelist?

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Rick
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by Rick » Fri Jun 06, 2014 11:24 am
makcar wrote:Where file sound_russian.filelist?

I don't have access to Russian or Japanese copy of the game. It's OK though, the lists should contain the same file names as the Russian and Japanese copies.
http://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
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cra0
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by cra0 » Fri Jun 06, 2014 3:35 pm
XBG WIP still a lot of work but here is something
Credits: Chipicao/Myself

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hilohi
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by hilohi » Fri Jun 06, 2014 8:13 pm
Keep going thats amazing work so far!
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Gruselgurke
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by Gruselgurke » Fri Jun 06, 2014 9:48 pm
Rick wrote:Gruselgurke wrote:@Chipicao
No I mean not unpacked but the repacked files.
The game runs with a repacked common.dat (and doesn't without a common.dat), though there were only about 30% of all files found in the common.dat when I tried this, so I'm wondering if the game just didn't need the unknown files in the first level of the game or if the pack.exe is putting the unknown files into the correct position in the archive for the engine to find them or if the engine doesn't even care about position and just need this hash filename that the unknown file names have to find the the file in the archive and the archives don't have a folder structure all.
Edit: @Rick
ah ok, so all that is needed is the valid hash for the file and the pack will have all valid files?
Pack tool can pack unknown files via the __UNKNOWN directory structure.
Please stop repacking game archives! 
You don't need to do that. Put modified files into a new patch.fat/dat archive.
I absolutely understand. I'm just interested in the performance difference as the game seems to stream a lot of resources from the disk.
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cra0
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by cra0 » Sat Jun 07, 2014 6:06 am
The problem now is figuring out how the shader scales the
UVs because it seems to scale differently per model.

Last edited by
cra0 on Sat Jun 07, 2014 1:33 pm, edited 1 time in total.
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CarLuver69
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by CarLuver69 » Sat Jun 07, 2014 6:51 am
I guess Ubisoft likes to obfuscate their models to prevent people from ripping them.
At least the models don't end up looking like this:
Keep it up guys! This is excellent progress!
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Rick
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by Rick » Sat Jun 07, 2014 7:45 am
What? Don't mistake proprietary formats with obfuscation.

http://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
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CarLuver69
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by CarLuver69 » Sat Jun 07, 2014 12:02 pm
Rick wrote:What? Don't mistake proprietary formats with obfuscation.

From my understanding, Watch_Dogs relies on shaders to finalize the "look and feel" of the model. This basically means you can achieve something similar to that of obfuscation by requiring the shader to perform the necessary operations to get the model looking correct. If I'm not mistaken, 3d rippers cannot properly extract these models due to the lack of shaders being applied.
In my case, the models are scaled very strangely, and are correctly scaled via their shaders. Is that not what's going on in cra0's image? I apologize for the misunderstanding if so.
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Oleg
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by Oleg » Sat Jun 07, 2014 1:09 pm
the geometry itself is not obfuscated. the scaling does seem to be applied to entire model:
cra0 was talking about UV data scaling, as it's need to be applied for texture to appear correctly on certain mesh fragments.
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Rick
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by Rick » Sat Jun 07, 2014 2:38 pm
CarLuver69 wrote:Rick wrote:What? Don't mistake proprietary formats with obfuscation.

From my understanding, Watch_Dogs relies on shaders to finalize the "look and feel" of the model. This basically means you can achieve something similar to that of obfuscation by requiring the shader to perform the necessary operations to get the model looking correct. If I'm not mistaken, 3d rippers cannot properly extract these models due to the lack of shaders being applied.
In my case, the models are scaled very strangely, and are correctly scaled via their shaders. Is that not what's going on in cra0's image? I apologize for the misunderstanding if so.
Assets in games are commonly baked in a way that optimizes their use (such as loading and rendering) in a game, this includes custom vertex formats, rendering via shaders, etc. Calling this obfuscation just because it made it harder for you to export into a usable format is really very silly.
http://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
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cenkzenk
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by cenkzenk » Tue Jun 10, 2014 8:35 pm
Thanks to everyone
How to open "main english.loc" Aluigi Help plz "53 4C 01 00" does not open
get NAME basename
idstring SL
get TYPE byte
get DUMMY long
if DUMMY & 0xff
endian little
else
endian big
endif
get ZSIZE long
get SIZE long
get DUMMY long
get DUMMY long
savepos OFFSET
if TYPE == 0
string NAME += ".unslz"
log NAME OFFSET ZSIZE
elif TYPE == 4
string NAME += ".xcompress"
log NAME OFFSET ZSIZE
else
print "Error: unsupported type, contact me"
cleanexit
endif
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